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# This tests we inline functions correctly. Chaining the functions helps
# us reach the GLSL IR -> NIR code with some functions intact when the
# conservative optimise flag is set in Mesa. This allows us to test the
# GLSL IR -> NIR conversion code for functions and the NIR function inlining
# code.
[require]
GLSL >= 1.10
[vertex shader]
void main()
{
gl_Position = gl_Vertex;
}
[fragment shader]
float f01(in vec4 f);
float f02(in vec4 f);
float f06(in vec4 f);
float f10(in vec4 f);
float f14(in vec4 f);
void main()
{
vec4 g = vec4(0, 0.1, 0, 1.0);
f01(g);
gl_FragColor = vec4(f01(g), g.x, g.z, g.w);
}
float f01(in vec4 f) {return f02(f);}
float f05(in vec4 f) {return f06(f);}
float f09(in vec4 f) {return f10(f);}
float f13(in vec4 f) {return f14(f);}
[fragment shader]
float f03(in vec4 f);
float f07(in vec4 f);
float f11(in vec4 f);
float f15(in vec4 f);
float f02(in vec4 f) {return f03(f);}
float f06(in vec4 f) {return f07(f);}
float f10(in vec4 f) {return f11(f);}
float f14(in vec4 f) {return f15(f);}
[fragment shader]
float f04(in vec4 f);
float f08(in vec4 f);
float f12(in vec4 f);
float f16(in vec4 f);
float f03(in vec4 f) {return f04(f);}
float f07(in vec4 f) {return f08(f);}
float f11(in vec4 f) {return f12(f);}
float f15(in vec4 f) {return f16(f);}
[fragment shader]
float f05(in vec4 f);
float f09(in vec4 f);
float f13(in vec4 f);
float f04(in vec4 f) {return f05(f);}
float f08(in vec4 f) {return f09(f);}
float f12(in vec4 f) {return f13(f);}
float f16(in vec4 f) {return f.y + 0.1;}
[test]
draw rect -1 -1 2 2
probe all rgba 0.2 0 0 1.0
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